1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
|
#!/usr/bin/python
import pygame, random, os.path
from pygame.locals import *
from pygame import *
#import gtk
#see if we can load more than standard BMP
if not pygame.image.get_extended():
raise SystemExit, "Sorry, extended image module required"
#game constants
SCREENRECT = Rect(0, 0, 640, 480)
KEYBOARDMOVESPEED = 10
def load_image(file):
"loads an image, prepares it for play"
file = os.path.join('data', file)
try:
surface = pygame.image.load(file)
except pygame.error:
raise SystemExit, 'Could not load image "%s" %s'%(file, pygame.get_error())
return surface.convert()
def load_images(*files):
imgs = []
for file in files:
imgs.append(load_image(file))
return imgs
class Block(pygame.sprite.Sprite):
images = []
def __init__(self, north=None, east=None, south=None, west=None):
pygame.sprite.Sprite.__init__(self, self.containers)
self.image = self.images[0]
self.rect = self.image.get_rect().move(300, 300)
self.north = north
self.east = east
self.south = south
self.west = west
def update(self):
pass
#if (mouseMove)
# self.rect.move(mouseX-posRelX,mouseY-posRelY)
def move(self, direction):
# up = 0, right = 1, down = 2, left = 3
if direction == 0:
self.rect.move_ip(0,-KEYBOARDMOVESPEED)
if direction == 1:
self.rect.move_ip(KEYBOARDMOVESPEED,0)
if direction == 2:
self.rect.move_ip(0,KEYBOARDMOVESPEED)
if direction == 3:
self.rect.move_ip(-KEYBOARDMOVESPEED,0)
#keep the block on the screen
self.rect = self.rect.clamp(SCREENRECT)
class Puzzle:
def __init__(self):
#self.rule = rule
self.blocks = {}
def add_block(self, block, coords):
self.blocks[coords] = block
def get_blocks(self):
return self.blocks
def shuffle(self):
pass
class Game:
def __init__(self):
# Set up a clock for managing the frame rate.
self.clock = pygame.time.Clock()
self.puzzle = Puzzle()
self.paused = False
def set_paused(self, paused):
self.paused = paused
# Called to save the state of the game to the Journal.
def write_file(self, file_path):
pass
# Called to load the state of the game from the Journal.
def read_file(self, file_path):
pass
# The main game loop.
def run(self):
self.running = True
#set the screen up
winstyle = 0 # |FULLSCREEN
bestdepth = pygame.display.mode_ok(SCREENRECT.size, winstyle, 32)
screen = pygame.display.set_mode(SCREENRECT.size, winstyle, bestdepth)
# load images here
# for gifs img = load_image('filename.gif')
# for bmps img = pygame.image.load('filename.bmp') but our function handles that for us
# a note for graphics blit means copy pixels from screen.blit()
iconImg = load_image('Blocku_Icon.gif')
#background = load_image('background.gif')
background = load_image('background.bmp')
# load images to pipe to the sprite classes
blockImg = load_image('block.bmp')
Block.images = [blockImg]
# the test will need rects and positions i sugest make some kind of default
# this information can be held by each block as they are created but is made here
#get the image and screen in the same format
if background.get_bitsize() == 8:
screen.set_palette(background.get_palette())
else:
background = background.convert()
screen.blit(background,(0,0))
pygame.display.flip()
#to set the icon up and to decorate the game window
icon = pygame.transform.scale(iconImg, (32, 32))
pygame.display.set_icon(icon)
pygame.display.set_caption('Blocku')
#this next call is sort of like sprite batch . draw
spriteBatch = pygame.sprite.RenderUpdates()
#main blocku code structs
blocks = pygame.sprite.Group()
Block.containers = spriteBatch
aBlock = Block()
#see if there is a sprite font
if pygame.font:
spriteBatch.add(Text(text = 'helloworld'))
spriteBatch.add(mouseUpdate())
# it is important to note that like xna the origin is 0,0
# the top left of the current window
# and increases as you go down and to the right
# pygame has a collision detector under pygame.sprite.spritecollide(group,group,dokill)
# this will return a list of colliders, dokill will remove the colliders from the parrent group if true
while self.running:
# Pump GTK messages.
#while gtk.events_pending():
# gtk.main_iteration()
# Pump PyGame messages.
for event in pygame.event.get():
if event.type == QUIT or \
(event.type == KEYDOWN and event.key == K_ESCAPE):
return
elif event.type == pygame.VIDEORESIZE:
pygame.display.set_mode(event.size, pygame.RESIZABLE)
# get the state of the keyboard for input
keystate = pygame.key.get_pressed()
# for key test use keystate[key] and a return of true will occur when key down
# clear/erase the last drawn sprites
spriteBatch.clear(screen, background)
# update all the sprites
spriteBatch.update()
# handle player input
if keystate[K_UP]:
aBlock.move(0)
if keystate[K_RIGHT]:
aBlock.move(1)
if keystate[K_DOWN]:
aBlock.move(2)
if keystate[K_LEFT]:
aBlock.move(3)
# note random here is random.random()
# note foreach here is for object in
# draw call for the screen
draw = spriteBatch.draw(screen)
pygame.display.update(draw)
# Try to stay at 30 FPS
self.clock.tick(30)
class Text(pygame.sprite.Sprite):
def __init__(self,text="blank"):
pygame.sprite.Sprite.__init__(self)
self.font = pygame.font.Font(None, 20)
self.font.set_italic(1)
self.color = Color('blue')
self.update()
self.rect = self.image.get_rect().move(50, 200)
self.text = text
def update(self):
msg = 'Drawing call test'
self.image = self.font.render(msg, 0, self.color)
class mouseUpdate(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.font = pygame.font.Font(None, 20)
self.font.set_italic(1)
self.color = Color('blue')
self.update()
self.rect = self.image.get_rect().move(50, 220)
def update(self):
msg = 'Mouse Position %s, %s' % mouse.get_pos()
self.image = self.font.render(msg, 0, self.color)
# This function is called when the game is run directly from the command line:
# ./TestGame.py
def main():
# Initialize pygame
pygame.init()
# Initializa game
game = Game()
# Run the game
game.run()
#call the "main" function if python is running this script
if __name__ == '__main__':
main()
|